using System;
namespace Assets.MyGame.Scripts.Net.WebResponses
{
///
/// 房间进入通知(RoomJoinNotice)—— 后端新版玩家数据
///
[Serializable]
public class RoomJoinNotice
{
///
/// 玩家Id
///
public string UserId { get; set; } = string.Empty;
///
/// 玩家名字
///
public string UserName { get; set; } = string.Empty;
///
/// 玩家编号(短ID,游戏内显示用)
///
public string UserNumber { get; set; } = string.Empty;
///
/// 玩家头像
///
public string Avatar { get; set; } = string.Empty;
///
/// 玩家是否红名
///
public bool IsRedName { get; set; } = false;
///
/// 玩家等级
///
public int Level { get; set; } = 0;
///
/// 玩家当前经验(原始值)
///
public long Exp { get; set; } = 0;
///
/// 升级所需总经验(经验条进度 = exp / maxExp)
///
public long MaxExp { get; set; } = 0;
///
/// Vip等级
///
public int VipLevel { get; set; } = 0;
///
/// 玩家CID
///
public string CId { get; set; } = string.Empty;
///
/// 玩家金币
///
public long Gold { get; set; } = 0;
///
/// 玩家钻石
///
public int Diamond { get; set; } = 0;
///
/// 玩家位置
///
public int Position { get; set; } = 0;
///
/// 炮台
///
public string CannonId { get; set; } = string.Empty;
///
/// 翅膀
///
public string WingsId { get; set; } = string.Empty;
///
/// 战神
///
public string WarGodId { get; set; } = string.Empty;
///
/// 炮倍
///
public int CannonMultiple { get; set; } = 1;
///
/// 进场金币
///
public long BeginCoin { get; set; } = 0;
///
/// 进房后达到的最高金币
///
public long MaxGold { get; set; } = 0;
///
/// 进场时间
///
public long BeginTime { get; set; } = 0;
///
/// 状态 0 正常 1 断线中
///
public int State { get; set; } = 0;
///
/// 玩家因子(后端风控/补偿参数,暂不解析具体结构)
///
public object PlayerFactor { get; set; }
///
/// 累计充值金币
///
public long TotalRechargeGold { get; set; } = 0;
///
/// 保险箱金币
///
public long SafeBoxGold { get; set; } = 0;
///
/// 是否为机器人
///
public bool IsBot { get; set; } = false;
///
/// 是否挂机中
///
public bool IsAfk { get; set; } = false;
}
}